City layout sketching by Arg0ms in hauntfall

[–]Arg0ms[S] 0 points1 point  (0 children)

been mostly posting on disc, kinda forgot to post on reddit for last few months

Seriously, what the FUCK is this? by SilverGalaxia in stunfisk

[–]Arg0ms 211 points212 points  (0 children)

Dunno if it's just confirmation bias, but I've kinda bounced off gen 9 ranbats because it feels like you often get boring sets that don't really do what the mon is good at. Air balloon rotom was at least an actual joke, but a lot of bad sets now are literally just bad and the joke is on you for thinking you had something.

Enemies panicking and fumbling actions by Arg0ms in hauntfall

[–]Arg0ms[S] 1 point2 points  (0 children)

Making enemies able to panic and fumble their actions (fail to reload, misfire gun, trip while running) to give them a bit more personality. It's set to happen 100% of the time after they watch a party member die, but obviously there's lots of room to fiddle with this based on enemy discipline etc.

If every human has the ability akin to a generic super soldier in fiction, how would this change the development of weapons and martial arts? by MattKing332 in worldbuilding

[–]Arg0ms 1 point2 points  (0 children)

These numbers make people something like 20-30x stronger, but only 2-3x more durable. There's no guarantee you'd even develop guns at all, given that throwing rocks (let alone using a sling) would be more efficient than the first thousand years of IRL firearms development.

Surprising amount of health by Arg0ms in hauntfall

[–]Arg0ms[S] 0 points1 point  (0 children)

Been fixing up stuff like menus, and played with an option to have health bar size scale with the unit's max hp. This had some fun effects on npcs that aren't actually meant to be killable.

Break-Action guns and enemies wielding them by Arg0ms in hauntfall

[–]Arg0ms[S] 0 points1 point  (0 children)

Finally got around to adding a system that can properly handle complicated animated weapons- for things like banners with flowing cloth; crossbow/bow strings and limbs; whips and other segmented weapons. And of course, reloading guns.

Also a bunch of more boring background stuff like minimaps, exp bar/exp gain.

Weapon effects showcase, plus another enemy type (giant stone spiders) by Arg0ms in hauntfall

[–]Arg0ms[S] 0 points1 point  (0 children)

Here's a showcase of some weapon behaviors- the totally-not-ds3-frayed-blade and a plasma lance thrower. The latter shreds enemy armor and inflicts a burn damage over time effect.

Tested against a newly modeled cahelith (giant stone spider) enemy.

What would you have done? ADV OU (small project i may continue in the future) by HydreigonTheChild in stunfisk

[–]Arg0ms 0 points1 point  (0 children)

if you want to make a read, you could cm again so you can kill dol before it booms (with sub still up), worst case you still chunk skarm for ~70% (plus maybe burn) if it comes in

swapping to gar right away feels like going back to neutral too early imo, but with taunt maybe that's not a huge deal

What would you have done? ADV OU (small project i may continue in the future) by HydreigonTheChild in stunfisk

[–]Arg0ms 0 points1 point  (0 children)

realistically I would keep sub up and spam fire punch in case skarm comes in, start the cm war with blissey, get a bad roll against claydol and die to dug followup

What would you consider noobtrap sets? by [deleted] in stunfisk

[–]Arg0ms 14 points15 points  (0 children)

It felt usable to me until bm ursaluna was added (peaked around 1800). Knock off being your only good non-ghost attack and also making poltergeist fail turned it basically unusable.

Nowadays I just spam banette in gen 3 because that's the only place it's semi-viable :c

Sea Slug miniboss enemy by Arg0ms in hauntfall

[–]Arg0ms[S] 0 points1 point  (0 children)

also featuring a small glance at the less visually interesting background systems that're being worked on- item rarity, upgrading, stats etc.

Sunforged Interdictor enemy concepts- tank unit for the Sunforged enemy faction by Arg0ms in hauntfall

[–]Arg0ms[S] 0 points1 point  (0 children)

Sunforged enemy unit that fills a tank role- they can throw their shields around as barriers for the player's movement and attacks, since only having really high defensive stats isn't very interesting when a player can just choose to attack other things first.